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The 5e Player's Cheat Sheet Portrait Color

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0% found this document useful (0 votes)
77 views2 pages

The 5e Player's Cheat Sheet Portrait Color

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The 5e Players Cheat Sheet

Modifiers
• Ability Modifier: The bonus from the relevant ability score.
• Proficiency Bonus: A level-based bonus based on proficiency.
• Additional Modifiers: From your race, class, effects, etc.
The proficiency bonus is added to skill checks, saving throws, or at-

5 e is a tabletop roleplaying system where you create an interactive tacks when a character is proficient in. If your character has Expertise
story through your imagination, narration, combat, and dice rolls. in a skill, the bonus is doubled.

You can play in a group with a Dungeon Master or in a solo adventure. Advantage & Disadvantage
Success in the game is based on rolling a twenty-sided die (d20) for A situation may grant Advantage or Disadvantage on a roll.
Ability Checks, Saving Throws, and Attack Rolls. • Advantage: Roll a d20 twice and use the higher result.
They are rolled against the Difficulty Class (DC) or Armor Class (AC) • Disadvantage: Roll a d20 twice and use the lower result.
of your challenge and determine the success or failure of your roll. If you are awarded Inspiration, you can use your Inspiration at any
time to make roll of your choice with Advantage!

Money & Living Common Coins


A modest lifestyle costs 1 gp in food, GOLD 1 gp
drinks, and shelter per day. =
D100 = Roll 2 D10 dice with one being 10s and one for 1s SILVER 10 sp
=
Ability Checks COPPER 100 cp
To make an ability (e.g. Strength) check, roll a d20 and add the rel-
evant ability modifier. If the total equals or exceeds the Difficulty
Class (DC) of this challenge, the ability check is a success.
COMMON ADVENTURING GEAR
A skill check is the ability check required when a specific skill needed
Healing Potion Heal 2d4+2 HP
to overcome a challenge. e.g. Strength (Athletics).
Antitoxin Advantage on saves against poison for 1 hour
To make a skill check, roll a d20, simply add the relevant skill Acid Throw up to 20 ft; 2d6 acid damage in 5 ft radius
modifier and compare it to the DC. Alchemist Fire Throw up to 20 ft; 1d4 fire damage per turn until save
Torch Bright light 20 ft + dim light 20 ft for 1 hour

Rests
Adventurers can take short rests during an adventuring day and a long
Saving Throws rest at the end. Many abilities with limited uses recharge their uses on
short or long rests.
Many spells and abilities allow you a roll to resist its effects. Saving
throws are against a DC set in the effect’s description. Short Rest: A short rest is 1 hour long. Roll up to the character’s max-
imum level number of Hit Dice and add the character’s Constitution
To roll a saving throw, simply roll a d20 and add the appropriate modifier to it. Regain the total as HP.
ability modifer.
Long Rest: A long rest is at least 8 hours long. At the end of a long
rest, a character regains all Hit Points and up to half their Hit Dice.

ROLLING A D20
Ability Checks, Saving Throws, and Attack Rolls

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Combat

Roll Initiative! Dealing Damage


The initiative roll determines the turn order of creatures in combat Roll damage based on the description of the attack being
with a Dexterity check. used. Damage can use single dice or multiple dice.
Turn Order:
Damage is assigned a damage type based on the weapon or effect
inflicting the damage.

Initiative:

Your Turn
You can do the following in any order:
• Move up to your Speed
• Take one (1) Action
• Take one (1) Bonus Action (if you have one) Vulnerability: Take double damage from a damage type.
Resistance: Take half damage from a damage type.
Common Actions Immunity: Take no damage from a damage type.

Attack Moving in Combat


A melee or ranged attack against your opponent’s Armor
Class (AC). Rolling a 20 to attack is a critical hit and you roll On your turn, you move a number of feet equal to your Speed. You
all damage dice twice. can move multiple times on your turn as long as the total distance
Cast a Spell in feet does not exceed your Speed.
Unless otherwise stated in its description, a cantrip or
SPECIAL MOVEMENT
leveled spell takes an action to cast.
Stand Up Half your Speed
Dash Drop Prone No movement cost
Take your movement again. Difficult Terrain Double movement cost
Disengage Climb, Crawl, or Swim Double movement cost
Prepare to move away from or past enemies without
provoking Opportunity Attacks. Casting Spells in Combat
Dodge CANTRIPS
Attacks against you have Disadvantage. You have Advantage
on your Dexterity saves. Cantrips are spells you can cast without using spell slots.

Help SPELLS
Give another character Advantage on the next roll. A spell with a level that consumes spell slots of the corresponding
Hide level.
Make a Stealth check to hide.
Spell Save DC
Ready Many spells require a Saving Throw in their descriptions. The
Choose an Action and a trigger. If the trigger happens, take Difficulty Class (DC) is: 8 + spellcasting ability bonus + proficiency bonus
your Action as a Reaction.
Concentration Checks
Bonus Actions If a spell requires Concentration, casting another
Bonus Actions include spells and special abilities identified as spell with Concentration ends that spell.
Bonus Actions in their descriptions.
Taking damage requires a
Reactions Constitution saving throw
against DC 10 or half the
You can take one (1) Reaction each turn but only on another per-
amount of damage (whichever
son’s turn. Most reactions are part of a character’s special abilities.
is higher).
Opportunity Attack
If an opponent moves out of your reach, use your reaction to make
a melee attack against that opponent.

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